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A sliding mochi slab skims across the top of your tower - tap at the right instant to drop it, keep the overlap, and stack to the level's height before a clean miss ends the run.
Mochi Stack is a one-button tower builder. A soft mochi slab slides back and forth across the very top of your stack, and a single tap (or click, or Space) drops it onto the slab below. The two slabs are compared edge to edge: the part that overlaps stays put, and the overhang shears off and tumbles away as a falling chunk of debris. Because every new slab can only be as wide as the one beneath it, a careless drop leaves you a little narrower each time - and the tower gets harder to land on the thinner it grows.
The escape hatch is the perfect drop. If you tap with the slab centred over the one below (within a small margin of roughly six percent of its width), it snaps dead to the middle, keeps its full width, and actually grows back about seven pixels - up to a 380-pixel cap. Chaining centred drops builds a combo that brightens the sparkle burst, nudges the screen shake, and steps the placement chime up the scale. Perfect drops are the only way to widen a tower that has been whittled thin, so accuracy literally rebuilds your margin for error.
There are 20 hand-tuned levels split across five themed worlds - Sky, Candy, Forest, Night, and Aurora - each adding one new twist on top of the last. Sky is a gentle tutorial; Candy introduces a steady wind that nudges the sliding slab sideways; Forest adds a swaying tower that leans as you build; Night brings sudden gust events and a fog veil near the top of the screen; and Aurora stacks every mechanic together. Each level asks for a set number of slabs - the first is just 6, while Aurora's finale demands 22 - and you clear it by reaching that height without a single complete miss.
Two extras decorate the climb. Gems hover at fixed heights along the way and you collect one by landing a slab whose body passes underneath it, popping a teal ring and a sparkle shower. Golden slabs appear at random and, when you land them with a perfect drop, burst into a wider confetti celebration. After level 20 an endless climb opens up: it switches on every mechanic from the very first floor and ramps the difficulty as you go higher, picking up where the curated set left off rather than restarting from easy.
| Input | Action |
|---|---|
| Tap / Left-click | Drop the sliding slab |
| Spacebar | Drop the sliding slab |
| Enter | Drop the slab (and advance / retry on the result card) |
| Up arrow or W | Drop the sliding slab |
| Gear button | Open settings, mute toggle, and the level grid |
| Back button | Return to the Anime Mochi home screen |
Most stackers punish you the instant a slab hangs over the edge. Mochi Stack does the opposite. Any sliver of overlap counts, so you almost never die on a sloppy tap, yet a sloppy tap is its own slow punishment: the kept overlap becomes your new width, and a new slab can never be wider than the one under it. That single rule turns the whole tower into one-way attrition. Drift off-centre a few times and you are no longer playing for height, you are playing to stop the column from quietly starving itself down to a thread.
The way out is the centred drop, and it is the only thing in the game that actually feeds you. Land within roughly six percent of dead centre and the slab snaps to the middle, holds its full width, and grows back about seven pixels, up to a 380-pixel ceiling. So accuracy is not a flourish here, it is your only repair tool. Chaining centred drops also climbs the placement chime up the scale and widens the sparkle ring, which means a recovering tower literally sounds and looks brighter than a decaying one. You hear your own greed paying off.
Because there is no fall arc, what you see is exactly what you drop. The honesty is the point, so the worlds attack your read instead of your reflexes. Candy slides a breeze under the slab that slowly flips sign, so you can never memorise the push. Forest leans the entire tower, but the moving slab leans with it, forcing you to judge gap against gap rather than against the straight screen edge. Night fires sudden gusts under a fog veil; Aurora simply runs all of it at once, by which point dead-centre is less a goal than self-defence.
It is unusually patient with younger or unhurried hands. Idle about five seconds, or shave the tower thin six off-centre drops in a row, and a soft mochi finger hangs down over the column you should be aiming for, telling you where but never when. Hovering gems and random golden slabs dangle optional detours that never threaten the run. The curated twenty climb from a six-slab warmup to a twenty-two-slab Aurora finale, and clearing them opens an endless ascent that begins at that same hardness, every hazard live, slides quickening and starting slabs narrowing the deeper you push.
The game lines your slab up against the one below and keeps only the overlapping part - the overhang snaps off and falls away as a tumbling chunk. Because each slab can only be as wide as its support, every off-centre drop leaves you a bit narrower, so a string of sloppy taps shrinks the tower fast.
If you drop the slab centred over the one below - within a small margin of about six percent of its width - it snaps to the middle, keeps its full width, and grows back roughly seven pixels (capped at 380). Perfect drops are the only way to widen a tower that has thinned out, so they are how you rebuild your margin for error.
Each level asks for a set number of slabs - 6 on the very first level, rising to 22 on the final Aurora level. You clear it by stacking that many without a single complete miss. The counter at the top shows your placed slabs over the target.
A run ends only on a clean miss - a drop where the slab has zero overlap with the one below. As long as any sliver overlaps, the slab is placed and you keep climbing. Combos breaking or going narrow does not fail you; only total non-overlap does.
Sky is a calm tutorial. Candy adds a steady wind that pushes the slab sideways. Forest introduces a swaying tower that leans as it grows. Night layers in sudden gusts and a fog veil near the top. Aurora combines every mechanic at once for the toughest curated levels.
Gems hover at fixed heights and you collect one by landing a slab whose body passes underneath it, popping a teal ring and sparkles. Golden slabs show up at random and burst into a confetti celebration when you land them with a perfect, centred drop. Both are flourishes - they make the climb prettier but do not change the win condition.
Endless unlocks after you clear all 20 levels and starts past the curated set rather than from easy. It turns on every mechanic from its first floor and ramps difficulty - narrower starting slabs, faster slides, more wind and gusts - the higher you climb. The result card calls each step a Floor instead of a Level.
Yes - the levels you've cleared and how far you've unlocked are stored in your own browser on that device (no account, nothing on a server). Every cleared level shows the full three stars; there are no partial scores to chase.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.